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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The Role of Avatar Creation and Embodied Presence in Virtual Reality Job Interviews

Menon, Akash January 2021 (has links)
In this work, a prototype of a job interview training application in virtual reality is evaluated. This paper explores the factors affecting the usability and embodiment of an avatar and how they related to job interviews in a virtual reality setting. A between-group study was conducted (n=15) to measure the effect on the embodiment of an avatar that creating and customizing an avatar had compared to picking from pre-defined ones. Participants had to undergo a job interview in virtual reality with their avatars. A mixed-method approach was followed with data collection using both post-experiment questionnaires and recorded semi-structured interviews. No significant results could be established between the avatar selection process and the embodiment towards the avatar. The thematic analysis of the interview data and the quantitative data analysis resulted in design guidelines for future job interview training applications. Critical aspects of the design guidelines outline the need to promote and enable users to use hand gestures, allow basic customization of their avatars, and put special attention to the design and behavioral fidelity of the interviewer. / I det här arbetet, utvärderas en prototyp av en träningsapplikation för jobbintervjuer. Det här arbetet utforskar faktorer som påverkar användbarheten och förkroppsligandet av en avatar och hur dessa faktorer relaterar till jobbintervjuer i virtuell verklighet. En studie utfördes med två olika grupper (n=15) för att mäta effekten av förkroppsligande av avatarer som processen av att skapa och anpassa en avatar hade jämfört med att enbart välja bland förvalda avatarer. Deltagarna fick delta i jobbintervju i virtuell verklighet med sina avatarer. En blandad metod användes med datainsamling genom både formulär och inspelade intevjuer. Inga statistisk signifikanta resultat kunde erhållas mellan urvalsprocessen av avataren och förkroppsligande av avataren. Den tematiska analysen av intervjudatan resulterade i designriktlinjer som utlyser behovet av att möjliggöra användare att fritt använda händerna, göra enkla modifikationer av sina avatarer och lägga extra mycket fokus på designen av intervjuaren.
2

[en] PERCEPTUAL CLASSIFICATION IN ACTION PROJECTUAL ELECTRONIC GAMES / [pt] CLASSIFICAÇÃO PERCEPTIVA NA AÇÃO PROJETUAL DOS JOGOS ELETRÔNICOS

LEANDRO DUARTE CICCARELLI 30 May 2019 (has links)
[pt] Essa dissertação procurou refletir a deficiência sensorial no universo dos jogos eletrônicos, balizando-se nos conceitos da fenomenologia, sinestesia, interface, virtualidade do corpo e comunicação procurando contextualizá-los com exemplos, citando reportagens, estudos acadêmicos, bem como algumas possibilidades advindas da tecnologia de substituição sensorial eletrotátil. Trabalhou-se o conceito de game sinestésico, tipo de jogo eletrônico que permite ao jogador perceber os elementos virtuais, sejam eles visuais, auditivos, táteis, gustativos ou olfativos, por meio de um canal sensorial não tradicional. Essa ocorrência insere-se no âmbito da sinestesia constitutiva, que compreende a integração dos mecanismos cerebrais e cognitivos, onde o indivíduo pode realmente enxergar cores ao escutar um determinado som, pode sentir um sabor ao encostar numa determinada superfície. Vale ressaltar a natureza filosófica de tal tecnologia, ou seja, abrange o maior número possível de pessoas, sejam deficientes sensoriais (em todos seus níveis) ou pessoas que não possuem nenhuma deficiência sensorial significativa. O desdobramento do estudo resultou no desenvolvimento de uma classificação perceptiva para os jogos eletrônicos. / [en] This dissertation sought to reflect the sensory disability in the world of video games, it marks on the concepts of phenomenology, synesthesia, interface, virtual communication and the body looking for contextualizing them with examples, citing media reports, academic studies, as well as some possibilities that come from technology electrotactile sensory substitution. Worked up the concept of kinesthetic game, kind of electronic game that allows players to realize the virtual elements, be they visual, auditory, tactile, taste or smell, through a sensory channel non-traditional. This occurrence is within the scope of the constitutive synesthesia, which includes the integration of brain and cognitive mechanisms, where the individual can actually see colors when listening to a particular sound, you can feel a taste for touching a surface. It is worth mentioning the philosophical nature of such technology, in other words, covering the largest possible number of people with disabilities are sensory (all levels) or people who have no significant sensory impairment. The unfolding of the study resulted in the development of a perceptual classification for games.

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